Kicking off my first 4th ed campaign. Could use some advice.

Imperialus

Explorer
Ok, so here's the deelio.

Round the end of the month here I'm going to try and kick off a new campaign. It's gonna be my first attempt at running 4E and my first attempt at running D&D is probably about 5 years.

At any rate to get myself back in the groove (and to hopefully improve my DMing skills) I've been reading the 'running commentary' threads for both Pcat and Rel, and have also stolen liberally from them. The other big inspiration is The Witcher computer game.

I'm also converting/reskinning the First Ed adventure 'Cult of the Reptile God,' adding a slightly darker twist to it and hopefully drop in a plot hoot that could get them a little bit closer to the recovery of the rituals used by the Grey Wardens prior to the civil war when they were stolen. Anyhow, that's not what I'm hugely concerned about. That's a ways off.

More immediate concern is converting N1.

Basically the PC's get the contract from their commanding officer. He basically gives them a cell phone ritual, tells them to call him if they need help and then drops out for now. Maybe he'll rejoin them at some point, right now he's just a talking head.

Anyhow he sends them off to figure out what's going on in a village of halflings located in a swamp to the north.

This is the first big change. Rather than being a bunch of happy agriculturalists with hundreds of gold pieces stuffed in their drawers in the module they live and work in the swamp, making a living selling plants and other stuff from the swamp for use in everything from ritual ingredients to dyes and folk remedies, possibly even drugs but that depends on how much I rip off from The Witcher.

Anyhow. I'm tossing the idea of having all the cultists living in and amongst the other villagers. A community would be too tight knit for something like that to happen. Instead we've got two halfling clans, plus a clan of Lizardmen, who until quite recently managed to co-exist quite peacefully. The Lizardmen would trade particularly hard to find ingredients for metal tools and weapons and they would generally come to one anothers aid when they saw each other in trouble.

The two halfling clans were cool towards each other, The larger clan lives towards the edge of the swamp on a relatively dry island while the smaller one survived quite a bit deeper inside.

Anyhow about six months ago the lizardmen became decidedly less friendly. They stopped trading and before much longer there was evidence of them attacking and killing or kidnapping halfling gatherers and hunters.

A band of halflings went to the lizardmans village but found it abandoned and were attacked on their way home. Several were killed and the chief of the smaller clan was kidnapped. Now strange things are happening in the smaller clan. They've become standofish and hostile. They've stopped selling their herbs to the traders who live in the larger clan and herb gatherers have reported seeing them watching them when they're in the swamp.

Needless to say this scared the :):):):) out of the larger clan and they contacted the Wardens to try and solve the problem.

This is where the PC's come in.

Anyhow, if you've made it though that wall of text here's my questions.

I need to think of a way for the small clan halflings to come across as weird and creepy but not outright hostile. My players tend to have itchy trigger fingers.

Also, I'm thinking of reskinning Kobolds to serve as grunt lizardmen. I need some minions. The slingers work, especially their special shots since it's easy enough to explain them as weird swamp ingredients. Swap the firepot for an acidpot maybe.

Do you see any problems with the plot so far? Like I said, it's my first time GMing D&D in a long while.

Anyhow, thanks for putting up with me. A big chunk of this is just me putting ideas to paper... or rather screen and seeing how they look typed out. I've got some time before the group will be back together so there's lots of time for tweaking.

*edit* oh and also, how much do you think a lot of difficult/challanging terrain would affect the group if they were being attacked by primarily ranged fighters? At least make it worth 100XP?
 

log in or register to remove this ad

I made a group of halflings for my game that the PCs met that were living in a swamp. I played them with a cross of sort of "cajun mixed with gypsie." It had an interesting effect. My players kind of had a "these guys are whacked out!" vibe... They helped them with a problem they were having, but didn't really want to hang out too long.
 


Besides the reskinning are you going to follow n1 pretty close?

- charmed cultists in the church, bar, etc?
- Naga behind it all?
- etc?

To make it not obvious, I think you need to come up with a plausible decoy. Have the charmed halfing clan be secretive and gruff for 2 reasons like

1) a bunch of them are charmed naga cultists
2) their food source is being pillaged and they think its the other halfing clan (and maybe it is 2-3 rogue halflings from the "good" clan that ARE stealing food because they are starving, etc.)

So, the PCs might follow-up on some "normal" gruff/mysterious clansman before they hit some cultists.

I could see some nice scenes of the PCs following some halflings in the dead of night only to discover the halflings are setting traps around their food supplies. A monster gets caught in the trap trying to steal food, and the PCs end up joining with the cultists to defend the food...

The cultists tell them this story of the (good) clan stealing their food, and the plot thickens...

 

Besides the reskinning are you going to follow n1 pretty close?

- charmed cultists in the church, bar, etc?
- Naga behind it all?
- etc?

To make it not obvious, I think you need to come up with a plausible decoy. Have the charmed halfing clan be secretive and gruff for 2 reasons like

1) a bunch of them are charmed naga cultists
2) their food source is being pillaged and they think its the other halfing clan (and maybe it is 2-3 rogue halflings from the "good" clan that ARE stealing food because they are starving, etc.)

So, the PCs might follow-up on some "normal" gruff/mysterious clansman before they hit some cultists.

I could see some nice scenes of the PCs following some halflings in the dead of night only to discover the halflings are setting traps around their food supplies. A monster gets caught in the trap trying to steal food, and the PCs end up joining with the cultists to defend the food...

The cultists tell them this story of the (good) clan stealing their food, and the plot thickens...

Going to follow it pretty close... There will likely only be a couple of cult members in the larger clan, just a couple halflings who've been kidnapped and charmed while out gathering herbs anyhow. This hasn't drawn a great deal of suspicion since quite often the gatherers will spend several nights in the swamp before returning home.

The smaller clan will have a lot more cult members, probably closer to 80%. The PC's will discover that the clan leader returned after having 'escaped' the clutches of the lizardmen and has been stirring up hostility against the larger clan as well as telling the other halflings of a vision he had of the 'swamp god' during his ordeal. He's ordered the cultists to begin gathering different herbs and stockpiling them at the behest of this swamp god with promises that he can provide them with a better life.

Overall I'm going to try and keep the same feel as the original adventure. I'll need to change some stuff around. The small clan likely wouldn't have an inn (nevermind two) so instead they might get put up in a common house with the same result. I want to include the church, but I'll need to play with it to make it 'folkier'. After all these halflings were never terribly 'civilized' to begin with. I'm actually thinking that the small clan at least (which is where the corrupted temple would be) are actually centered around the worship of primal creatures through druids. There will also be a lot fewer 'former adventurers' wandering around. The halflings will be capable fighters (they need to be to survive the swamp) but not adventurers.

I like the idea of having having a few members of the large clan stealing food (or herbs) from the smaller clan too. You're right that would add a cool plot twist and add some shades of grey to the whole situation.

The actual cult leader I was going to make a Young Black Dragon. He fits the 'swampy' theme more IMO and unlike 1st ed I could actually throw them up against a dragon at 3rd level. The charm spell would be provided by a ritual that he has access to. The Lizardmen, and now the Halfling cultists having been put to work gathering ingredients for it.

After defeating the dragon the PC's will learn that the ritual was given to the dragon by another outsider, and that it in turn is one of the rituals stolen from the Grey Wardens during the war. This will give them the incentive to track the dragons source down (since recovering the rituals is the overarching 'goal' of the heroic tier of the campaign) and it might even make them start to question what exactly the rituals used by their patron organization entail. After all there's some pretty powerful mind control at work here and the only reason it wasn't used on them is because the rituals were stolen 15-20 years ago.

The cool thing about the whole plot though is that even the Lizardmen aren't evil. They're just under the control of the dragon. The halflings rely on the Lizardmen to trade stuff that only grows in the deepest parts of the swamp and the lizardmen rely on the halflings to provide them with stuff like metal tools and weapons. If the PC's charge in swords swinging, they could upset that balance and have everyone end up dead or unable to support themselves.
 
Last edited:

Pets & Sidekicks

Remove ads

Top